Alternate Ground Combat
Unit type roles
Armor: 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties
Infantry: 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll
Artillery: 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls
Anti-air defense (AAD): 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well
Engineers: 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit
Air Support: 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD directly for direct “margin of victory” comparison.
| Terrain | Armor | Infantry | Artillery | AA | Engineers | Air Support |
|---|---|---|---|---|---|---|
| Light Urban | -1 | +1 | 0 | 0 | +1 | 0 |
| Heavy Urban | -2 | +2 | -1 | 0 | +2 | -1 |
| Rural | 0 | 0 | 0 | 0 | 0 | 0 |
| Forest | -1 | +1 | -1 | -1 | +1 | -1 |
| Jungle | -2 | +2 | -2 | -2 | +2 | -2 |
| Sandy Desert | -1 | -1 | +1 | +1 | 0 | +1 |
| Rocky Desert | -1 | 0 | -1 | 0 | +1 | 0 |
| Mountainous | -2 | +2 | -2 | -1 | +2 | -1 |
| Coastal | -1 | 0 | 0 | 0 | +1 | +1 |
| Tundra | -1 | -1 | -1 | -1 | +1 | -1 |
| Grassland | +1 | 0 | +1 | +1 | 0 | +1 |
| Polar | -2 | -2 | -1 | -1 | +1 | -1 |
| Volcanic | -2 | -1 | -2 | -2 | 0 | -1 |
Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls; otherwise, perform as regular infantry
Margin of Victory Table: Margin of Victory Victor Loser 1 : 1 (tied) 1d6 steps of damage 1d6 steps of damage >1.0 – 1.5 : 1 1d4 steps of damage 1d6 steps of damage >1.5 – 2.0 : 1 1d2 steps of damage 1d6 steps of damage >2.0 – 3.0 : 1 1 step of damage 1d8 steps of damage > 3.0 no damage 1d10 steps of damage
Random Force Generation 1. Determine how many units in a force. 2. Roll (1d6 +1) x 10 for percentage of units representing infantry. 3. Roll (1d4) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly. 4. If total of infantry and armor percentages equals 90% or less, roll 1d4 and add 1 unit of the result: • 1: artillery • 2: anti-air defense: • 3: engineers • 4: air support 5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.